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A Downloadable Game For Windows Macos Linux

A Downloadable Game For Windows Macos Linux Guide

A Downloadable Game For Windows Macos Linux Guide

Highly feasible – proceed with prototype. End of report

Date: October 26, 2023 Author: Game Development Strategy Team Platforms: Windows (x64), macOS (Apple Silicon + Intel), Linux (Ubuntu 22.04+, Steam Deck compatible) Distribution: Direct download (website) + Steam (Proton native / native builds) 1. Executive Summary This report outlines the development of Nexus Vector , a downloadable single-player puzzle-strategy game designed to run natively on Windows, macOS, and Linux. The game leverages a cross-platform engine (Godot 4) to minimize per-platform overhead while ensuring performance, file integrity, and a consistent user experience. The primary challenge is not technical feasibility but distribution, update management, and platform-specific binary signing. A Downloadable Game For Windows Macos Linux

Use a hybrid approach – native builds for Windows and Linux, plus a macOS notarized build, distributed via Steam (for auto-updates) and Itch.io (for DRM-free direct downloads). 2. Game Concept Summary | Aspect | Detail | |--------|--------| | Title | Nexus Vector | | Genre | Top-down puzzle / resource management | | Core loop | Connect energy nodes within a moving grid; avoid corruption zones | | Target playtime | 15–30 minutes per session, 8–12 hours total | | Save system | Local encrypted JSON (cross-platform compatible) | | Input | Mouse + keyboard (rebindable) | | Graphics | 2D with light 3D elements (low-spec friendly) | 3. Technical Feasibility Analysis 3.1 Engine Selection (Godot 4) | Platform | Build method | Export template | Known issues | |----------|--------------|----------------|---------------| | Windows | .exe (64-bit) | Built-in | None significant | | macOS | .app bundle + .dmg | Requires codesign and notarization | File permissions, Gatekeeper | | Linux | .x86_64 + .AppImage | Export as .AppImage | Library dependencies (GLIBC) | Highly feasible – proceed with prototype

~14 weeks (3.5 months) for a small (2-3 person) team. 8. Cost Breakdown (One-time + Recurring) | Item | Cost (USD) | Recurrence | |------|------------|------------| | Godot 4 (engine) | $0 | - | | macOS notarization (Apple Developer) | $99/year | Annual | | EV Code Signing cert (Windows) | $300/year | Annual | | Steam Direct submission fee | $100 | One-time | | Itch.io commission | 10% of sales | Per sale | | CI (GitHub Actions) | $0 (free tier) | - | | Test devices (used Mac mini, old Windows laptop) | $600 | One-time | The game leverages a cross-platform engine (Godot 4)

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